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Messages - Mount

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106
DF Modding / Re: 7th Lower Tooth: Essential
« on: May 09, 2009, 01:05:17 pm »
Ever had a tooth knocked out?  It's quite painful!  Maybe he's just got a really low pain threshold. :)

107
DF Gameplay Questions / Re: Stones on stockpiles
« on: May 09, 2009, 10:34:08 am »
Thanks for the answer, but it seems like just making more stuff has cleared most of it. I now have a pile of 200 rock blocks, none of which ill actually use, but ah well.

Pave something.  :)  A 3-tile wide, 10-tile long paved road takes 8 blocks, and will prevent trees/shubs from growing, so I usually try to pave at least one path to my trade depot.

108
DF Gameplay Questions / Re: Chasm and Oceans
« on: May 05, 2009, 06:47:22 pm »
As I understand it, the ocean will continually refill from the map edges, so you may not be able to completely drain it.

109
DF Gameplay Questions / Re: Bags - Storing Items Inside
« on: May 05, 2009, 06:45:10 pm »
I've mentioned before about building a seed-vault in one of my more paranoid fortresses... just a room with a stockpile set to accept only seeds, then I forbade all but 5 of the seeds and removed my existing seed stockpile.. dwarves moved all seeds to the vault, then I sealed the door with a lever.  that way, I was guaranteed that the cook would never use up ALL of my seeds, even if I wasn't paying enough attention to him.

FYI, though, I believe vermin will eat seeds, and they teleport, so a sealed vault door is no impediment.  Not sure if storing the seeds in a bag or barrel will help.

110
DF Gameplay Questions / Re: Bags - Storing Items Inside
« on: May 05, 2009, 03:51:31 pm »
What I do in cases like that is to cook some seeds.  I almost never keep more than 16 seeds for any plant and limit my farm plots to 4x4.  With a relatively skilled planter and a fisherdwarf, I've not run out of food since my earliest fortresses. 

I believe you can also (q) the stockpile, and set the number of allowed bags to 0, the same way you can with bins?  Not at my gaming computer right now so can't confirm that..

111
DF Suggestions / Re: Refinement to metal industry.
« on: May 05, 2009, 11:04:02 am »
It might be something that could be tied to the smelting skill (Furnace Operator?) -- an amateur will make mistakes, introduce contaminants, spill metal, etc that would reduce the amount of material recovered.  On the flip side, a very experienced smelter might know tricks that increase the recovered material (such as the example of adding carbon when reclaiming rusted iron..)  Maybe the base amount would be 50% of the original materials, modified by skill (dabbler = -40%, legendary +40%, for a yield of 10-90% of original material?)
I would say the un-recovered materials should be in a slag.  That way later on, more experienced metal working can figure out how to get them out.

I recall seeing something in the Mod forum where someone created a "Slag" reaction at smelter, where smelting slag has a percentage chance to create totally random metals; common/cheap metals like copper are most likely, and there's a teeeeny chance of smelting slag and getting something really nice, like platinum...  my ideal concept of a metal-reclaim reaction would produce the item's metal based on skill, and a percentage of a bar of slag.  So, if a dabbler melts an iron breast plate, he gets roughly a 10% return of the iron, and the other 90% becomes a 9/10 of a bar of slag -- a Legend would get 90% of the iron back, and 1/10th of a bar of slag.  I imagine it would be pretty horrible to code, though.

112
Law of Mineral Multiplicity:
The less you care about microcline, the more of it you will strike.

Addendum:
The best iron-bearing ore is "goblin."

113
DF Suggestions / Re: Mythological creatures
« on: May 04, 2009, 06:22:23 pm »
With some people it would be a reward for the REST of us...  but yeah, not so much for the victim

114
DF Suggestions / Re: Refinement to metal industry.
« on: May 04, 2009, 04:05:55 pm »
It might be something that could be tied to the smelting skill (Furnace Operator?) -- an amateur will make mistakes, introduce contaminants, spill metal, etc that would reduce the amount of material recovered.  On the flip side, a very experienced smelter might know tricks that increase the recovered material (such as the example of adding carbon when reclaiming rusted iron..)  Maybe the base amount would be 50% of the original materials, modified by skill (dabbler = -40%, legendary +40%, for a yield of 10-90% of original material?)

115
This is purely speculation, but I'd bet there's also a distance factor -- you give pet names to critters that are in your backyard, not ones that are in the next town over.  I'd bet the nameless trogs are too far away to be within the fortress "area of effect" but your bats and/or gremlins are within a specified range.

116
I've seen in other threads that naming is apparently partly linked to creature age... if they've been in your environment for a long time, they get named because your dwarves are used to them being there.  (Even if the dwarves have never actually SEEN them....)

117
I recently had to reinstall my OS, and had a very similar problem, worldgen took AGES, dwarves walked like they were in 4/7 molasses.

The issue in my case was that I have an integrated graphics chip, and didn't have the current drivers.  It was using the crappy windows-default drivers, which was eating precious processor cycles.  I grabbed the most current drivers, and my dwarves FLY now.  They're actually faster than before the reinstall, it's glorious :)

118
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: May 03, 2009, 05:33:58 pm »
This is a Chestnut earring.  All craftsdwarfship is of the highest quality. It is encircled with bands of Chestnut.  On the item is an image of a Chestnut earring in Oak.


Is that epic or what?


Just curious.. how do you make an image of a chestnut earring with oak?  Is that like painting a picture of a red car with only blue paint?
It's actually an earring SHAPED like a chestnut.  (fresh chestnuts are encased in a spiky outer husk, which looks TOTALLY dwarven...  http://en.wikipedia.org/wiki/File:Chestnut03.jpg)

119
sorta similar.  I had a dwarf cleaning up after the cats, as he walked through the barracks he decided he needed a nap and dropped the corpse, then went to the far corner and passed out..  when the miasma came it slowly filled EVERY space in the room, inching closer... closer....  until the only un-stenched tile in the room was the single 1x1 square he was occupying.  I'm not sure if he planned it that way, but I was bummed out that he didn't at least suffer the consequences of slacking. 

120
Soooo, I take it you just had a dwarf go insane?

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